enchantibiotic: (Default)
Christine Delacroix ([personal profile] enchantibiotic) wrote2021-08-11 10:12 pm

{ app for noctium }

    « PLAYER INFORMATION »

      Name: Megan
      Are you over 18?: yes
      Contact: [plurk.com profile] fairandbright
      Other characters, if any: Ashe (Overwatch), Joric

    « CHARACTER INFORMATION »

      Character: Christine Delacroix
      Canon: Original Character
      Canon point: about five months after being resurrected
      OU or AU?: AU
      Age: 32
      Species: Half human/half elf

      AU clarification: Christine comes from a prematurely closed game called Breath of Usir. In it, all characters were AUed in to have always been a part of the world. As an OC, Christine is a bit more of a "Native OC" as I was able to build her from the ground up instead of having to decide how a canon character would be an AU. However, I'd prefer to play her as not recognizing any of the canon characters in Noctium as people she knew in BoU, if/when they appear.

    • In this world, a great war broke out between three cities because their leaders (three dragon brothers who were worshipped as deities) craved more power. Christine joined as a healer for her city of Thalassa only to die on the battlefield.

    • One hundred years later a mysterious hooded figure approached her corpse among the many still lying where they fell and resurrected her. The next day, she feels her wounds returning and — going back to the battlefield — she finds a mysterious vial of blue liquid that matches the one that somehow appeared around her neck. On touching it, the vial exploded, mixing the liquid with her blood that was shed by the glass shards. What arose from that was a peregrine falcon, and immediately Christine knew that this creature was a part of her — an animas.

    • Now Christine is left with plenty of questions and no answers. One hundred years have passed. Her beloved city of Thalassa has been renamed Didymos, technology has advanced, and everyone (except her fellow Awakened) she knew is now dead. Who resurrected her? She doesn't know! Why was she brought back? No clue on that either! But before she has the chance to try and settle in, a band of orcs attack the nearby City of Free Peoples and Christine rushes in to help heal the injured and put out fires with her elemental magic.

    • Once the Awakened start discovering each other, they each receive a message from the supposedly dead dragons. Christine joins expeditions to examine two of the dragons skeletons to confirm they're dead. This adds more questions about who really sent the messages. Between renewed orc attacks, an undead army, getting kidnapped, and dying again only to be resurrected with the ability to hear her animas's thoughts, Christine has been trying to find her place in this new world. She's traveled a great deal to read up on the last one hundred years at universities and has done as much research as she can. She gained the new power of electricity from touching a white dragon scale that was mysteriously gifted to her, seemingly from her former city's long dead white dragon. And she decides not to live in her former home now that so much has changed, choosing a home in an enchanted tree instead.

    • The point in game I'm taking her from is before she discovers it was the god of death and resurrection, Usir, who resurrected all of them. I don't want her to have that realization just yet in game. At the point I'm pulling her from, there's a new mystery as merfolk off the coast of Didymos are popping their heads above water to scope out the city and no one can figure out their intent.


    « RECORD »

      Disposition:
      + HONEST
      Christine has a no nonsense attitude. Usually if she has a problem with something or someone, she is not afraid to state so. Speaking her mind is natural for her, so if she feels compassion for someone, she'll show it, and if she feels proud of herself for something she's done, she'll brag about it and not apologize for it.
      + PASSIONATE
      Christine throws herself into things full force. She loves mastering/conquering challenges and being passionate about what she's doing. If she wasn't this way, she would see herself as a quitter, and that's something she would hate to be. She doesn't accept defeat easily.
      - PERFECTIONIST
      Her perfectionist nature is her main flaw. She doesn't like to trust others to do things because she thinks she can do the best job. Her arrogance is something she is well aware of, but doesn't easily strive to control. She doesn't see anything wrong with wanting to be the best at what she does. This trait also causes her to be both self-reliant because her victories are her own, and a workaholic because she strives to do everything instead of delegating work or having help.
      - AFRAID OF FAILURE
      When she can't control things, such as when a patient dies despite her best efforts, she locks it away in her head and throws herself into other things, sometimes even completely unnecessary tasks, just so she doesn't have a breakdown where she feels that she's failed someone as well as herself. It's unhealthy to not confront the things she can't control, but if she did, she would have to admit to herself that she can't control everything and that she does occasionally fail. Bottling things up is something she does because she wants to appear perfect, in control, steady and sure.
      +/- CAUTIOUS
      A great way to describe Christine is as a worrywart, a mama bear, or a mother hen. She always tries to be the voice of reason and cautions people against behaviors and actions she thinks might lead to a bad end because she cares and wants people to be healthy and happy. And also because she prefers safety and security over chaos. She's very compassionate towards others but if they don't take their safety seriously she can become a complete nag, scolding them on their reckless behavior or lack of concern for their own well-being.

      Suitability: Christine always strives to remain calm under pressure and after the last few months she's had, arriving in Noctium will just be another thing to add to the pile of events she needs to lock away in her head and not fret endlessly over. She'll force herself to get the lay of the land and settle in as best she can. After awakening from being dead, stumbling to an inn, and discovering one hundred years had passed since the end of the war, nothing can really faze her anymore. Or so she thinks. Come transformation time she might have to revisit that. As for Synchrony, she's hardly a prude and if that's what it takes to stop from dying, she'll do it. Here she was given a second chance at life by someone, so she's not going to waste it. She must have some purpose in the grand scheme of things, right?

      Condition upon arrival: Christine is alive, but I'm good with the scientists being able to determine the falcon with her is tied to her, as well as the vial of liquid around her neck. The liquid is "soul essence" and allows her to be brought back to life each time she dies, with the liquid receding a level after each resurrection. It's currently at 12 levels.

      Abilities:
    • Alchemical magic - using symbols or objects to assist in a kind of permanent transference magic, where energy or matter in one state is transferred to another state. Christine uses this to heal more longstanding illnesses.
    • Wild magic - this is elemental magic or wild, where Christine can manipulate air, fire, water, earth, and energy in all its forms to her needs. Christine uses this to heal injuries as well as for both defensive and offensive fights. Technically these elements are divided into families of magic that center on the four elements + energy. Christine is most skilled at the Core forms, but can tap into the rest with more concentration. Overall, they are:

    • Core: Fire, Earth, Air, Water, & Energy.
    • Disparate: Magma, Smoke, Lightning, Ice, & Mineral.
    • Living: Weather, Beast, Plant, & Blood.
    • Adopted: Light, Shadow, Void, & Aether.

    • Logistykon's Light: Moments of high emotion cause the air around her to crackle and things that touch her to recoil from a static shock, with stronger emotions accompanied by stronger electricity. With practice and careful control of her emotions, she discovers that she can focus that static into a lightning bolt, or surround herself with a field of static energy that reflects attacks and momentarily stuns creatures that make contact with her, throwing them back three feet.
    • Cast Illusion: She can disguise objects up to the size of two large trees. She can also create a trinket that allows the illusion to hold for eighteen hours before needing to be recharged.
    • Barrier: Christine creates a dome-shaped barrier around herself up to ten feet in diameter. It blocks damage as long as she's concentrating on keeping it up. She can't use other magic while the dome is active, and it can't be replenished as it's up. If it takes enough damage, it breaks and she can't conjure another one until she's well rested.

      Of all these I'd be fine with nerfing her wild magic down to just earth magic if the mods prefer since the game's gembond magic is sort of based on this. I'd like to make a case for keeping her lightning powers as they were granted in game and she's still trying to learn how to control them. And if Cast Illusion is too much, I'm fine with letting that go too, just please let her go ZAP ZAP with the lightning!



    • Inventory:
    • Azoth: her peregrine falcon animas. She's required because she houses part of Christine's soul (Think daemon, not familiar; if it dies, Christine will suffer from illness, exhaustion, and an emotional numbness until Azoth is reborn a week later.)
    • a soul vial of unbreakable dragon glass filled with blue liquid that hangs around her neck.
    • a tunic, belt, pants, undergarments, and boots
    • a long dark blue cloak with a hood
    • a leather satchel containing a leather bound journal, pencils, and a white dragon's scale
    • Tsekour's sight: A small trinket in the shape of an opened eye. Allows the user to access their animas' sight by closing their eyes and mentally focusing on the animas.


    • Gembond: Emerald
      Gem Location: Above her belly button

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